In response to the “Ouroboros” image theme of GGJ 2012, we tried our hand at a simple RTS based around gathering, directing and recycling armies of particles to attack and destroy the opposing player’s base beacon. The game hinged on two core cycles: the constantly shifting colour wheel of the beacons that you based your armies around, and the never-ending “life cycle” of the particles themselves. A little difficult to figure out at first, but people had fun playtesting once they got into it.